designing an online serious game to prevent school violence in korea
TRANSCRIPT
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Asia-Pacific Collaborative education Journal
Vol. 8,
No.2
2012, pp. 17-27
esigning
an
Online Serious
Game
to
Prevent
School Violence in Korea
Yong-Chil Yang Jong-Hyun Park Dae Yeoul Lee
Soon-Hyung Kwon Joo-Eun Shim
Abstract
The purpose
o
this study
is to
suggest specific
ways o designing educational programs for school
violence prevention by applying a serious online
game
in
Korea.
To do
this first the authors
analyzed literature programs and cases related to
school violence. Second we derived design
principles for serious games from the analysis
o
current game contents. Finally we wrote a design
process to develop the game. A serious game for
school violence prevention was specifically designed
based on these design principles and processes. It
was applied by registering school violence cases
processing the cases drawing solution plans and
finishing the
game.
The
game is intended for a game
user to be self-taught and self-cured by participating
in the solution process o school violence cases.
Keywords: school violence online serious game
game design
17
Introduction
As the types and characters of school violence
have become more and more aggressive and diverse,
the number of students suffering from school
violence has been seriously increasing in Korea Ro
et al., 2006, Park et al., 2007).
To
prevent school
violence, government-related organizations have
been offered various measures and policies.
However, they seem to be ineffective to reduce it.
One possible solution to reduce school violence is to
provide educational programs which are appropriate
to educational needs, socioeconomic conditions, and
information technology change for students. School
violence could be gradually and progressively
reduced by providing effective serious games for
school settings with a long-term perspective.
There have been many attempts to reduce
school violence by applying serious games to
educational programs. A serious game is a game
designed to accomplish specific goals implicitly by
using fun and game characters at the same time Han,
201 0 . The game is known
as
a way that can be used
effectively in the area of education, psychotherapy,
advertisement and more. In particular, it could be
provided as realistic multimedia contents for
psychotherapy for the assailant, or the victim
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Designing an Online Serious Game to Prevent School Violence in Korea
accessible to all students. Second, these programs
are not likely to be natural and enjoyable or fun to
students. Third, they are not matched with the
students cognitive ability to understand and judge
solution to school violence problem. Fourth, the
programs
do
not seem to be developed for students
to participate more actively. Fifth and last, they are
not likely to give continuous provision to students.
Based upon the results
o
analyzing current school
violence prevention and treatment programs, they
should be enjoyable, fun and easy for every student
to access. Also, they should be organized
to
match
with students cognitive ability and to be provided to
students repeatedly.
nalysis o Serious Games
To derive strategies for a serious game to be
used for the prevention and treatment
o
school
violence, we examined existing serious games in the
public school setting. The number
o
the examined
serious games were six: Food Force (UN WFP,
2005), Earthquake in Zipland (Zipland Interactive,
2004a), Personal Investigator (Zipland Interactive,
2004b
,
Hanza Maru (Naucom, 2008), Clammy
Clammy, Brain Class (Nintendo, 2007), and
Mabubchunjamun (Nintendo, 2006). There are three
foreign games (Food Force, Personal Investigator
and Earthquake in
Zipland), and three domestic games (Hanza
Maru, Clammy Clammy, Brain Class and
Mabumchunjamun), respectively. Their main
purposes are one for the general public (Food Force),
two for treatment (Personal Investigator and
Earthquake in Zipland), and three for education
(Hanza Maru, Clammy Clammy Brain Class and
Mabumchunjamun).
Suggestions drawn from the analysis
o
those
six serious games are
as
follows: First, a serious
19
game needs
to
provide a space for users
to
write
their journals. Second, the game design should
include both learning and fun in the content. Third, it
could have reward systems to keep users playing the
game. Fourth, it should tell a story
as
in a real case
related to school violence. Fifth, it should help users
play the game persistently through various and
appropriate levels o their ability. Sixth and last, it
could be more effective by getting useful
information which
is
needed to complete the game,
and
to
stimulate a competitive mind by helping the
user perform the game with other users rather than
alone.
Research methods
To
do
this research, the following steps and
procedures are applied. The first step
is
to analyze
the cases
o
serious games
to
derive appropriate
design principles for the research. The second step
is
to derive a design process for the serious game to be
applied. The third step
is to
study literature and cases
related to school violence in order to acquire
contents connected to psychotherapy and education.
The fourth step is
to collect the cases
o
school
violence and apply available ones
to
the design. The
final step
is
to design the online serious game
program to reduce school violence. The flow o
research steps
is
outlined below in Figure
1.
esign ways
of online serious games
The online serious game to be designed through
this study aims to become an effective
psychotherapy tool for assailants and victims who
were suffering from school violence, to get
knowledge and information about school violence,
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Asi a
Pacific C
ollaborati
ve educati
on Journa
l
1
A
nalyzin
g seriou
s games
A
nalyze th
e model
cases
o serious g
ames an
d derive
design pr
inciples
from
it
L
2
De
veloping
a design
proce d
ure of th
e online
serious g
ame.
De
velop the
proce du
re and st
ep for
th
e design
o
the se
rious g
ame
in
onli
ne.
L
3
A
nalyzing
litera tu
re and c
ases o f s
chool vio
lence ps
ychothe
rapy p ro
gram s
Anal
yze the c
ontent
o school
violence
psych oth
erapy p r
ograms
through t
heir liter
ature and
case
inv
estigatio
n.
L
4 Ana ly
zing cas
es
o
sch
ool viole
nce
Collect and analyze the cases
o
school violence, then select cases available in the design
o
the
ser
ious g
ame
L
5 Design
ing the o
nline se
rious gam
e
De
sign the
serious
game
o
s
chool vio
lence ps
ychother
apy acco
rding
to
the desig
n princip
les and
proc
edures o
nline.
igure
1
Research
proce du
res and
steps
an d
to fin d
solutions
to red u
ce schoo
l violen
ce. This
game is differentiated from othe r games i n severa l
ways.
First, it
provid e
s a true-
false tes
t for the
user
to
acqu ire
basic
knowled
ge abou
t school
viole nc
e.
Second
, it pr
ovides
a priva
te secto
r called
the
Det ec
tive C e
nter for
the user
. Third,
it
is
de
signed
to be vi
vid and
easy to
acce ss
by p ro
viding r
eal
case
s relate
d to sch
ool viol
ence onl
ine. Fou
rth, the
use
o vario
us spac
es for ac
quiring
inform a
tion and
resourc
es for s
olving v
iolence
problem
s is expe
cted
to red uce the user s re luctance to se ek help th rough
p
ublic he
lp cente
rs such
as th e
police
station
or
c
ounselin
g cente
r. The s
pecific
ways
o design
ing
the
online
serious
ga m e
are ex
plained
in the
fo
llowing
sections.
The lo
w o he
Game
T
he user
plays th
e role
o the d
etective
, and
receiv es a ca se in th e game, whic h
is
dra matized
20
bas
ed on re
al schoo
l violen
ce. In or
der to s
olve this
case, th e user gets info rmation such as similar cases
o s
chool v
iolence
, releva
nt new
spapers
an d
br oad
casts,
counselo
r s ad
vice, li
terature,
an d
interv
iews w
ith peop
le invo
lved in
the case
. The
u
ser carr
ies out t
he missi
on to ac
quire th
e resour
ces
for p
roblem
solving.
After a
cquiring
resou rc
es from
various
spaces o
n the g
ame wo
rld, the
user der
ives
solution
s to the
schoo l
violence
by u sin
g the a
bove
res
ources.
Table 2
show s
specific
conte n
ts o th
e
game.
xpl
anation
o
the
Main
Menu
T
he mai n
menu s
o this g
ame are
The D e
tective
Offi
ce, Dete
ctive Tr
aining C
enter, St
reet, PC
Room ,
Pol
ice Offi
ce, Bro
adcastin
g Statio
n, Wee
-Center,
Library
, Newsp
aper, an
d Cafe.
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Tab
le 2 Flo
w
o
f the game
Step
Starting G ame
(See Figure 2)
Reporting C as
e
Collecti
ng Clues
(See Fi g
ure
3
Deriving Solutio
ns
(S
ee Figure 4)
Ending Gam e
esigning an
Online Serious Gam
e to Prevent Schoo
l Violence in K orea
Specif
ic ontent
• T his
step shows the en
tire cover story w
ith game start.
t
provi
des introduction a
nimation to acq u
ire the user's atten
tion.
• T h
is step presents th
e cases in the f or
m
o
f animation fo
r user to understa
nd easily.
t p
rovides realistic c
ontext of sc hool
violence and help
users recognize
the school
viole
nce.
• User
reports eac h case
of
school violen
ce in each chapte
r at the detective o
ffice.
• After repor
ting the case, Use
r walks around th
e village to collec
t clues.
• User has to
collect seven clu
es by playing th
e game in the se
ven places (Polic
e
center, Wee-cen
ter, Broadcasting
station, Newsp a
per, PC room, Li
brary, or Street),
and save coll
ected data in the d
etective's notes.
• User can acqu
ire knowledge of s
chool violence an
d have fun w ith t
he same time
y
playing game.
• After f
inishing clue coll
ecting, user mov
es to the detectiv
e office to comb
ine the
piece of
solution clues a
nd write the repor
t.
• After
completing combi
ning clues, user w
rites solutions
y questions which
help to
re ach s
olutions. The w
ritten solutions a
re registered on
the bulletin boa
rd and
shared w
ith other users a nd
experts.
• Peer us e
rs express their o
pinion about solu
tions which w er e
registered by the
users
on the bull
etin board, and in
teract with others
y clicking G o
od button or w ri
ting
their opini
on.
• This step su g
gests solutions at
the expert level:
The form of text o
r video.
• User can ha
ve opportunity t
o derive solution
to school violen
ce y himself a
nd
correct his solution through peer users' opinion and provided solutions.
• This
step makes and
provides solutions
of
the experts in
the form of anima
tion.
• T he
assistant summari
zes the case of ea
ch chapter.
• U se
r can rethink ab o
ut what he learn
ed from the gam
e and compare hi
s solution
w it h
experts' solutions
.
t
give
s rief introductio
n about the case of
next chapter.
Figure 2
Gam e sta
rt
Fig
ure 3 D
etective noteboo k
with collected cl
ues
2
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A sia-P
acific Col
laborative
e d ucatio
n Jo urnal
igure 4
De
riving so
lution
igure
5 Th
e mini m
ap
o
ma
in menu
Table
3 M
ain men
u and th
eir functi
ons
o
h
e game
Main m
enu
Dete
ctive Off
ice
Det
ective Tr
aining C
enter:
OX spe
ed game
Street
PC
Room
Po
lice Offi
ce
B
roadcas
ting Stat i
on
W ee-
Center
Li
brary
Ne
wspaper
Cafe
unctio
ns
• C
lick the f
urniture
placed in
side the
office to
move to
more det
ailed scr
een.
• D
etailed m
enu: De
tective l
icense fr
ame, tro
phy, des
k, TV b
ook-shelf
, and
b
ulletin.
• Acqu
ire know
ledge ab
out schoo
l violenc
e throug
h OX sp
eed game
.
• P lac
e for list
ening to
general
public op
inion ab
out scho
ol violenc
e.
• P ro
vide a fo
rm
o
ani
mation,
video and
text.
• P r
ovide int
ernet mat
erials rel
ated to s
chool vio
lence.
• Prov
ide a pe
rsonal bl
og or wr
iting reg
istered o
n twitter
, picture
s or inter
net
new
s, and w
eb cartoo
ns relate
d
to
sch
ool viole
nce.
• The u
ser can s
earch inf
ormation
with ke
y words r
elated to
schoo l v
iolence.
• P
rovide th
e inform
ation ab
out case r
ecords r
elated to
school v
iolence.
• T
he user c
an get cl
ues throu
gh obtai
ned reso
urces abo
ut the ca
se for pr
oblem
s
olving b
ased on
exam pl
es and i
s also a
ble to se
t up the
direc ti
on for
d
rawing t
heir own
solution
.
• P rov
ide med
ia or broa
dcasting
article s
related to
schoo l v
iolence.
• P rov
ide vide
os, exper
t intervie
w image
s.
• P lac
e for pro
viding th
e school
violence
expert s
opinion.
• Prov
ide the
expert s a
nalysis
and solut
ion or th
e expert
s m essag
e relate
d
to
scho
ol violen
ce.
• Prov
ide relev
ant refer
ences on
schoo l v
iolence.
• Prov
ide defi
nition
o
school
violence
, the law
related
to scho
ol violen
ce,
pe na
lties and
regula tio
ns about
schoo l v
iolence
and infor
mation.
• P ro
vide new
spaper a
rticles re
lated to
school vi
olence c
ases whi
ch the us
er is
w
orking ou
t.
•
A pla ce
for shar
ing opin
ions and
comm un
icating
in the ga
me worl
d during
users log
-inning s
imultane
ously.
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Designing an Online Serious Game to Prevent School Violence in Korea
The functions
o
these menus are presented in
Table 3 The mini map
o
main menu is shown in
Figure 5
Main haracters
nd
Their Roles
The detective is a character who is played by
the user in the game. Apart from the detective, there
Table 4 Main characters and explanations
Characters
Detective
(User)
Assistant
(Tutor)
Client
Police officer
Newspaper reporter
Counselor
Librarian
PC room owner
Broadcasting Producer
Pedestrian
Explanation
The user directly controls the detective and moves to each place o the
village. The user obtains resources to solve the case by playing various
games in each place, and suggests the final solution to the case based upon
clues and information.
The assistant is a character who is in charge
o
the tutor. The assistant plays
the role o guide and adviser to help the user play the game smoothly. To
explain how to play the game, the assistant gives a guide to the player in the
form
o
a tutorial.
The assistant plays the role
o
not only guiding the game but also motivating
the player and promoting interaction.
The client plays the role
o
receiving the solution after requesting the case,
delivering an animation message (narrator), and developing the solution.
The police officer is a character who the user can meet at the police office,
and provides 'the game
o
justice' and the material
o
the school violence
case which is similar to a real case.
The newspaper reporter is . a character who the user can meet at the
newspaper company. She/he provides 'find the hidden picture' game, and a
newspaper related to the case
o
school violence.
The counselor is a character who the user can meet at the Wee-center.
She/he provides 'Music tok tok' game and opinion related to the case
o
school violence as a school violence counselor.
The librarian provides 'jumbled vocabularies ' game, books or literature
related to the case o school violence.
The PC room owner provides 'struggle' game at the PC room, which allows
the user to find out information related to the cases
o
school violence case
on the internet.
The broadcasting producer provides 'brain plus' game and imagery data
related to the case
o
school violence.
The pedestrian expresses his/her opinion about the school violence through
the interview. She/he says his/her opinion or tells the story
o
his/her
experience in the case o school violence. Depending on the case, this
character changes to a suitable different character such
as
parties to the case,
friend, adult, parent, grandmother etc.
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Designing an Online Serious Game to Prevent School Violence in Korea
Jong-Hyun ark is a doctoral student at Andong
National University in Korea. He received a master
degree in educational technology from Andong
National University.
Email: [email protected]
Dae Yeoul Lee
is
a master student at Andong
National University in Korea. He received BA in
educational technology from Andong National
University.
Email: [email protected]
Soon-Hyung Kwon
is
a master student at Andong
National University in Korea. He received BA in
educational technology from Andong National
University.
Email: [email protected]
Joo-Eun Shim
is
a undergraduate student in the
Dept. of Educational Technology at Andong
National University in Korea.
Email: [email protected]
Received Date: August. 30 2012
Revision received Date: October. 9
2012
Accepted Date: October. 30 2012
27